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HentaiVerse 0.76, Wall-EEEE |
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Aug 3 2013, 15:23
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11
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QUOTE(watisthis @ Aug 3 2013, 13:06) Why are mages always complaining they're not good enough?
I am just complaining too bored circling, not more main target x2, not more different type circle. Only the imp all --> T3 --> R tier1 left. (IMG:[ invalid] style_emoticons/default/wink.gif) QUOTE(andywong @ Aug 2 2013, 16:27) I just feel shame as a melee where only can go around 300 rounds in IWBTH GF even with one Featherweight Charm Why there are so many gods can go a thousand rounds [sad]
Even even with element set, I can only reach 490. (IMG:[ invalid] style_emoticons/default/tongue.gif) So don't be shame~ (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by gc00018: Aug 3 2013, 15:36
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Aug 3 2013, 16:00
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n125
Group: Gold Star Club
Posts: 6,281
Joined: 23-May 08
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QUOTE(gc00018 @ Aug 3 2013, 06:23) I am just complaining too bored circling, not more main target x2, not more different type circle. Only the imp all --> T3 --> R tier1 left. (IMG:[ invalid] style_emoticons/default/wink.gif) More damage against the main target was nice; I'd like to see that back. It would help with Kodou Yuki. (IMG:[ invalid] style_emoticons/default/heh.gif) As for the cycle, I prefer to keep it simple. This is coming from someone who did the whole four-element thing at one time. Imperil and one element keeps the game fast; you don't have to think. But if you can come up with a way to get rid of Imperil without screwing a lot of people over, all the better. When I sit down to do 1300 IWBTH arena rounds, I want to get it over with as quickly as I can. The last thing I would want is to have to juggle multiple elements and cool-down timers which, in my mind, would effectively slow the game down because I'd have to make more mental checks before taking each turn.
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Aug 3 2013, 16:22
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buktore
Group: Members
Posts: 4,352
Joined: 9-September 09
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QUOTE(gc00018 @ Aug 3 2013, 20:12) TOO POWERFUL IMPERIL
Oh shi-
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Aug 3 2013, 16:34
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(buktore @ Aug 3 2013, 21:22) Oh shi-
It is too powerful, especially when Tenboro explicitly said he didn't want reliance on Imperil. Prof should carry most of the weight of Imperil, IMO.
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Aug 3 2013, 17:17
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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QUOTE(watisthis @ Aug 3 2013, 16:06) Why are mages always complaining they're not good enough?
I suggested a spell called "Powerword Die" long time ago, effect: instant kill every monster... i think that can boost the mages morale (as it look they suffer as hell for begin mages...)
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Aug 3 2013, 17:38
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Cronauron
Group: Members
Posts: 3,405
Joined: 29-November 06
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QUOTE(piyin @ Aug 3 2013, 11:17) I suggested a spell called "Powerword Die" long time ago, effect: instant kill every monster... i think that can boost the mages morale (as it look they suffer as hell for begin mages...)
If it's based off Power Word Kill, which only worked on things below 100 HP, then it would be acceptable I'm sure.
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Aug 3 2013, 17:44
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buktore
Group: Members
Posts: 4,352
Joined: 9-September 09
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QUOTE(ChosenUno @ Aug 3 2013, 21:34) It is too powerful
I know— it was already powerful when it was added to the game... My remark was simply a reaction to a straight (and in ALL CAPS!) way gc00018 put it; it's refreshing to see something like that after reading so many bullshit that is too common in these kind of discussion! (IMG:[ invalid] style_emoticons/default/wink.gif) Anyway... To be frank, the spell baffled me right from the start of its existence— why made a spell that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[ invalid] style_emoticons/default/huh.gif) And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[ invalid] style_emoticons/default/wacko.gif)
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Aug 3 2013, 18:24
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(buktore @ Aug 3 2013, 22:44) I know— it was already powerful when it was added to the game... My remark was simply a reaction to a straight (and in ALL CAPS!) way gc00018 put it; it's refreshing to see something like that after reading so many bullshit that is too common in these kind of discussion! (IMG:[ invalid] style_emoticons/default/wink.gif) Anyway... To be frank, the spell baffled me right from the start of its existence— why made a spell that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[ invalid] style_emoticons/default/huh.gif) And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[ invalid] style_emoticons/default/wacko.gif) QUOTE To be frank, void damage baffled me right from the start of its existence— why made a damage type that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[ invalid] style_emoticons/default/huh.gif) And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[ invalid] style_emoticons/default/wacko.gif) (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Funny how it fits melee so well (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by ChosenUno: Aug 3 2013, 18:25
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Aug 3 2013, 18:59
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(buktore @ Aug 3 2013, 23:32) Now that I changed my avatar it's getting harder to guess huh (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Aug 3 2013, 20:23
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
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QUOTE(gc00018 @ Aug 3 2013, 08:12) I don't really feel anything defence difference of a imperiled Mob, only HP and resist do something. Most of time one shot with Tier3 or Tier3+ 1-3 Tier1. Again, the whole matter is reault from the TOO POWERFUL IMPERIL which make a small mount of damage (5-15%) improvment does nothing difference while a little of anti-resist or mana conservation improvment can worth much higher than it should have be.(and there is not even a little mana conservation adventage of element over holy/dark) Some works done by imperil should be left to prof or ability, mages should have more chioce of circling not imp & R Tier1. (IMG:[ invalid] style_emoticons/default/wink.gif) Kodou Yuki is really the only one I see a major difference on if you don't Imperil. Also, the difference in damage between T1 & T3 is minor on high resist mobs and doesn't reflect the sharp increase in cost. T3 is really only used at all because of it's wider range of targets. And since it has 4-5 turn cooldown, mana conservation does a lot more to help against endless normal mobs by keeping everything cheap when rounds can't be cleared in one shot. Elemental helps a lot in that regard with cheaper spells, and it's only major drawback is the huge resistance disparity on Legendary mobs (still wouldn't be much of a problem if not for their huge base HP.) QUOTE(n125 @ Aug 3 2013, 09:00) As for the cycle, I prefer to keep it simple. This is coming from someone who did the whole four-element thing at one time. Imperil and one element keeps the game fast; you don't have to think. But if you can come up with a way to get rid of Imperil without screwing a lot of people over, all the better. When I sit down to do 1300 IWBTH arena rounds, I want to get it over with as quickly as I can. The last thing I would want is to have to juggle multiple elements and cool-down timers which, in my mind, would effectively slow the game down because I'd have to make more mental checks before taking each turn. The smart way of doing daily IWBTH arena. Keep it simple and fast. QUOTE(ChosenUno @ Aug 3 2013, 09:34) It is too powerful, especially when Tenboro explicitly said he didn't want reliance on Imperil.
Prof should carry most of the weight of Imperil, IMO.
I agree. Scale Imperil's resistance reduction to elemental, divine, and forbidden profs when using those respective attacks, and remove the Imperil spell. And don't cap the reduction. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Aug 3 2013, 21:12
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10
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QUOTE(ChosenUno @ Aug 3 2013, 03:41) Why would mages want a skill attack that stunned all enemies? Because it would give mages a chance to recover, since Cure has a cooldown that is deadly for mages with weak Mitigations. And we do use regular attacks to trigger Ether tap, which does slowly build OC for us. Our only skill attack targets 1 enemy, which is only used against boss characters. It is never used otherwise. All other fighting styles have skill attacks that target multiple enemies. Why not Staffs too? I keep hearing about "balance", but when Staff is the only fighting style not to have a skill that targets multiple enemies, that is unbalanced and should be remedied. Also, Staff is a 2 handed weapon, but doesn't have domino strike. What's up with that?
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Aug 3 2013, 21:41
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
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QUOTE(danixxx @ Aug 3 2013, 03:59) I looked at my monsters and after imperil giants, arthropods, daimons, undeads, humanoids, dragonkins, elementals, avions, mechanoids, beasts, reptilians have all less elementals resists than dark. Oh yeah, i have more damage against celestials and sprites (IMG:[ invalid] style_emoticons/default/rolleyes.gif) . Not true at all. Advantage After Imperil: Fire v Dark 5 - 8 Cold v Dark 7 - 6 Elec v Dark 6 - 7 Wind v Dark 7 - 6 http://ehwiki.org/wiki/monster_lab#Colored_ChartsBase Cumulative Totals Fire - 125 Cold - 75 Elec - 150 Wind - 100 Holy - 0 Dark - -50 Yeah, Holy/Dark guys have it sooo bad. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by hitokiri84: Aug 3 2013, 21:42
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Aug 3 2013, 21:49
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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tl;dr mage is no fun
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Aug 3 2013, 22:07
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10
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QUOTE(hitokiri84 @ Aug 3 2013, 21:41) Not true at all. Advantage After Imperil: Fire v Dark 5 - 8 Cold v Dark 7 - 6 Elec v Dark 6 - 7 Wind v Dark 7 - 6 http://ehwiki.org/wiki/monster_lab#Colored_ChartsBase Cumulative Totals Fire - 125 Cold - 75 Elec - 150 Wind - 100 Holy - 0 Dark - -50 Yeah, Holy/Dark guys have it sooo bad. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Is that a joke ? Did you really take the base resist instead of actual resists of monsters?
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Aug 3 2013, 23:01
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
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QUOTE(danixxx @ Aug 3 2013, 15:07) Is that a joke ? Did you really take the base resist instead of actual resists of monsters?
Makes no difference. Monsters with the same set of upgrades will have the same disparity in resistances. But since you like to bitch without any basis for your argument, lets check the bestiary for strong monsters that start with max resistance (25) for Dark and Wind. Dark: QUOTE Daimon Sherlock Sheryl Shellingford PL1353 Succubus PL1353
Elemental Aoi Phoenix PL1269
Undead Nikaidou Sakina PL1259 Fire Spirit PL1132 Kanoe Yuuko PL1082 Wind: QUOTE Arthropod Kodou Yuki PL2250 Deadly Moth PL1290
Beast Nyaruko The Crawling Chaos PL1595 Noihara Himari PL1287 Shijyou Mizuki PL1250 Baloth PL1262 Midnightpass PL1080
Celestial Celestia Lindwurm PL1498 Akroma PL1388 Memphis Linesword PL1250 Kazane Hiyori PL1216 Setebos PL116 Ogiso Setsuna PL1087
Daimon Sherlock Sheryl Shellingford PL1353 Succubus PL1353
Elemental Aoi Phoenix PL1269
Mechanoid Rarafew PL1506 Mr Roboto PL1476 Fgr34144 PL1400 Ragingheart Exelion PL1265 Liger Zero PL1110 CHdd264 PL1080
Sprite Bottle Fairy PL1383 Yui Die Fee PL1263 Sugar Winter PL1263 Heartiels PL1263
Undead Nikaidou Sakina PL1259 Fire Spirit PL1132 Kanoe Yuuko PL1082 Oh, how unfortunate you are. (IMG:[ invalid] style_emoticons/default/cry.gif)
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Aug 3 2013, 23:08
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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ahhhhh... this thread still has some gas to run!!! till (maybe) the 300 pages?
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Aug 3 2013, 23:09
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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QUOTE(danixxx @ Aug 3 2013, 12:07) Is that a joke ? Did you really take the base resist instead of actual resists of monsters?
Do you know of any players that don't spread out their resistance upgrades?
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Aug 3 2013, 23:24
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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Okay, after doing some maths, here are the figures I get ( NOTE: ALL DATA FROM HVLIST): CODE Resistant Weakness Class Name Count Average PL Highest PL Percentage Fire Cold Elec Wind Holy Dark Fire Cold Elec Wind Holy Dark Arthropod 104 550 2250 3.83 42 1 44 43 1 1 0 2 0 0 0 0 Avion 99 534 1335 3.65 0 1 40 0 2 2 1 0 0 85 0 0 Beast 171 539 1600 6.3 0 75 2 68 2 2 4 0 0 0 0 0 Celestial 191 532 1498 7.03 60 60 63 63 62 0 0 0 0 0 0 162 Daimon 148 527 1359 5.45 48 52 49 50 0 50 0 0 0 0 124 0 Dragonkin 254 564 1675 9.36 101 0 97 3 4 5 0 209 0 3 0 0 Elemental 286 557 1269 10.53 161 165 164 168 163 163 0 0 0 0 0 0 Giant 339 567 1693 12.49 162 166 0 0 3 4 0 0 1 0 0 0 Humanoid 422 564 2076 15.54 5 5 5 5 6 1 0 0 0 0 0 3 Mechanoid 258 518 1506 9.5 92 91 0 91 90 2 0 0 218 0 0 0 Reptilian 88 545 1251 3.24 37 0 37 0 0 1 0 71 0 0 0 0 Sprite 155 536 1383 5.71 56 58 59 60 60 0 0 0 0 0 0 142 Undead 200 543 1413 7.37 0 73 72 75 0 76 168 0 0 0 165 0 Sum 2715 764 747 632 626 393 307 173 282 219 88 289 307 Chance to meet 28.14 27.51 23.28 23.06 14.48 11.31
Make of those numbers what you will (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Aug 4 2013, 00:01
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10
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QUOTE(hitokiri84 @ Aug 3 2013, 23:01) Makes no difference. Monsters with the same set of upgrades will have the same disparity in resistances. But since you like to bitch without any basis for your argument, lets check the bestiary for strong monsters that start with max resistance (25) for Dark and Wind. Dark: Wind: Oh, how unfortunate you are. (IMG:[ invalid] style_emoticons/default/cry.gif) You seem to forget the part after imperil, you could have checked your monsters since this works for all monsters with more than 20 resist upgrade, here is an example Crosis dragonkin +36 res upgrade all Fire 61 Cold 13 Elec 61 Wind 29 Dark 45 Holy 45 After imperil Fire 61 -50 = 11 Cold 13 - 50 = -43 Elec 61 - 50 = 11 Wind 29 - 50 = -21 Dark 45 - 30 = 15 Holy 45 - 30 = 15 QUOTE(Maximum_Joe @ Aug 3 2013, 23:09) Do you know of any players that don't spread out their resistance upgrades?
Nope but you do seem to forget that resist upgrades are not equal, monster get +1 resist if they start at +25, +1.25 @ 0, +1.5 @ -25 and +1.75 @ -50.
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